Creating FGInventoryItems with state (FGDynamicStruct) from data
looking into using the "new" item state system that replaced state actors in 1.0. I want to add an item to the player's inventory from just incoming data, no pre-existing item/equipment/et.c, that has some state data pre-filled (in this case, Text). the data is important so I can't just have the deployed item actor come up with a new value from blank itself on spawn.
ideally the solution would be blueprint only since the mod doesn't have any c++ yet.
the only way I can see to do this right now is by making an Inventory Item using the manual make from item class, then either:
- calling FInventoryItem
SetItemState( const FFGDynamicStruct& NewItemState )
on it, which is public, but not a ufunction (and not blueprint callable).
- making the private ItemState UPROPERTY into BlueprintReadWrite via access transformer, then assigning a state via Set Members in ...
which should work (trying now) but feels unclean
am I missing a better path?3 Replies
can confirm that the BPRW + Set Members In combo works (https://discord.com/channels/555424930502541343/1353540859764936806)
What is the use-case for this?
https://discord.com/channels/555424930502541343/599225092953604106/1353723820963528808
doggo's name must be put into the item given to the player from nothingness